I've been having trouble getting parallax mapping working in my engine. I coded my own version and looked up sample stuff and both gave me the same result. In the video, I have standard bump mapping and I activate parallax to show the difference. If anyone could spot what they think might be wrong, it would be greatly appreciated. It seems like it's something to do with the view vector but I don't see what it could be. http://www.moonlightminions.com/parallax.avi shader code via pastebin.com http://pastebin.com/7xrvX3sP Thanks, Jon

Quote:Original post by karwosts Might be a long shot, but are you making sure to take account of the fact that obj indexes vertices and texcoords starting from 1 instead of 0? Yeah, I'm doing that when I parse the file. If I wasn't, the mesh wouldn't display right but good observation! vertexIndexList.push_back( index - 1 ); Quote:Original post by ankhd Hey there. some time there no texture coord uv's, for each vertex, the sdk plane is a good one for here. so set the ones that dont have uv pairs set them to 0. In this case, all vertices have texture coords. I observed the face data information from the obj file itself and both my vertexIndexList and textureIndexList are equal size.

Hey guys, I started writing an obj loader for Direct3D tonight and am running into a texture coord issue.. I just wanted to post to see if anyone could spot something. I know it's nothing to do with parsing the data from the file or the mesh itself. It's definitely when I'm setting up the uv coords. Here is a screenshot of what I'm getting..
Here is a link to the code
http://codepad.org/im48teST
Any help would be appreciated!
Cheers,
Jon

I'm trying to pull off simple alpha blending but I'm getting strange results..
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 1.0f, 1.0f, m_fAlpha);
If I decrement m_fAlpha, when it goes below 0.7'ish it stops fading and it looks almost as if it's doing some sort of additive blending.
Anyone have any ideas?

Quote:Original post by mickeyren Hi tried the demo its pretty nice and advance. Complete with bump mapping, lighting, physics and even music! Though it crashes when on debug directx. My machine is pretty up to date so(quad core 8800gt) I have no problem running the demo. You should also consider Ogre 3D when designing your engine. I love Ogre3D and so far its my choice of game engine when compared to the other low cost game engines. I think Ogre3D is great, but it's not exactly easy for beginner to intermediate programmers (which is my target). It also only handles rendering.

Quote:Original post by Zuka Solid 61 FPS with a GeForce 8600GTS and a dual-core P4 3.2ghz CPU. Not bad, the sci-fi demo was pretty. How much do you want for this engine?! It was beautiful, you did it in a couple weeks? Well, the core internals, most of the shader work has been done over the past couple months. I haven't really thought of a price. I'd like to offer something as an alternative to Torque. [update] The newest build contains a simple terrain sample. It will get more detailed as time goes on. Thanks, Jon

I've been designing an engine for the community and wanted some feedback on framerate and visual results. There are two sample scenes included, RPG and Sci-fi. I made the RPG scene myself so it's nothing spectacular, I'll update it as soon as I get an artist. The second scene is actually pieces from my first retail project Spectraball.
RPG scene: Physics, Normal mapping, HDR and Shadow mapping
Sci-fi scene: Physics, Normal mapping, HDR, Glow mapping and Shadow mapping
All of these features are entirely automated and can be customized based on the application. This should make it extremely easy for the community to utilize complex graphic techniques with the ease of calling simple functions such as Engine->AddLight(), Engine->AddMesh(), etc. All of the resources, shaders, cameras, culling, rendering are all automatically handled for you unless you tell it otherwise.
I have several more demos coming that will feature terrain, advanced water and other advanced techniques. I plan on releasing this engine later in the year.
http://www.flashcubestudios.com/files/Engine_Demo.zip
Requirements:
You need a video card that at least supports shader model 2.0.
You may also need to download the following packages if you're missing some extensions.
If you're getting an error "Failed due to an application configuration" then you're missing the VC runtime library.
Download the following and install: http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en
If you're getting the error "Missing D3DX3x.dll" then you're missing some of the developer DirectX extenstions.
Download the following and install: http://www.microsoft.com/downloads/details.aspx?FamilyId=740AC79A-5B72-447D-84F9-EE6407ED1A91&displaylang=en
If you're getting the error "Missing PhysX related dlls" then you're missing PhysX, the engine's physics system needs this to run.
Download the following and install: http://www.flashcubestudios.com/projects/spectraball/files/PhysX_Game_installer_281.msi
I hope you all enjoy and don't have any issues running the engine. I welcome all feedback.
Thanks,
Jon
[Edited by - jdavis on February 13, 2009 11:33:08 AM]

For those keeping track, we had to delay due to some last minute technical difficulties. We're set to launch on the 20th, however, it could be sooner depending on how it goes in the QA. Thanks, Jon [Edited by - jdavis on October 17, 2008 3:49:59 PM]

Spectraball introduces a unique style of gameplay through physics-driven platforming. You will explore a diverse range of environments, experience high speeds, avoid traps, solve puzzles, play mini-games and unlock bonus content with an achievement system.
Screenshots
Videos
Official Trailer
This project took approximately ten months to complete from scratch. I used my own in-house engine and tools. Third party SDK's are as follows: nVidia PhysX, FMODex and Steamworks. The team consisted of two people. The game and demo will be available October 16th, 2008 on Steam. I hope you all enjoy and feel free to ask any questions.
Steam Product Page.
Cheers,
Jon
[Edited by - jdavis on October 10, 2008 11:49:05 PM]

I don't necessarily agree. I can see a possible problem with composers that are fairly good and offering free services. This may question composers that are charging people. Regardless, no one should think any work from someone should be free. However, most people are looking at the big picture, getting their name on a title. When I started out, I offered free programming services all the time and it wasn't until many projects later that I was able to have the credentials to work for money. I would have to vote working for free at the beginning. You have to get experience, even as a composer. It worked for me. It's the reason that interns exist. (speaking in general)

Team name:
Flashcube Studios
Project name:
Spectraball
Brief description:
The game is called Spectraball, a platformer for the PC. You are able to explore a diverse range of environments, experience high speeds, avoid traps, solve puzzles, play mini-games, collect items and unlock bonus content with an achievement system. It was all created with an in-house engine and tools. It has a very unique visual style that I hope most will appreciate.
This is phase two of the beta, we're looking to launch at the end of August.
Team structure:
Jonathon Davis - Lead Programmer, Founder
Ryan Berkani - Lead 3D Artist
Daniel Hakamäki - Sound Effects Artist
Website:
http://www.flashcubestudios.com/projects/spectraball
http://steamcommunity.com/groups/spectraball
Contacts:
Beta Sign Up
http://www.flashcubestudios.com/beta
Bug reports and feedback only
beta@flashcubestudios.com
Beta Forum
Additional Info:
Screenshots
Trailer
http://www.flashcubestudios.com/media/videos/trailer2.wmv
Player abilities
http://www.flashcubestudios.com/media/videos/abilities.wmv
Sandbox Test
http://www.flashcubestudios.com/media/videos/sandbox.wmv
Jungle stage play-through
http://www.flashcubestudios.com/media/videos/jungle_test.wmv
Feedback:
All feedback is welcomed.
[Edited by - jdavis on July 29, 2008 1:00:48 PM]

Hello,
We would like to get some feedback on a game we're preparing to launch in August called Spectraball, it's a physics-driven platformer for the PC. You blast through the skies, witness unbelievable speeds and unique environments. Avoid traps and use wits to solve puzzles. Earn achievements to unlock additional content and access to an online leaderboard.
[Website]
http://www.flashcubestudios.com/projects/spectraball
[Screenshots]
[New trailer]
http://www.flashcubestudios.com/media/videos/trailer2.wmv
We're running a public beta next week, starting June 26th. For those interested, send an email to beta@flashcubestudios.com and we'll be sure to get back to you with download details.
Thank you,
Jonathon Davis
Flashcube Studios

The game is called Spectraball, a platformer for the PC. You are able to explore a diverse range of environments, experience high speeds, avoid traps, solve puzzles, play mini-games, collect items and unlock bonus content with an achievement system. It was all created with an in-house engine and tools. It has a very unique visual style that I hope most will appreciate.
Screenshots
Trailer 1
http://www.gametrailers.com/player/33474.html (low-res)
http://www.flashcubestudios.com/media/trailer.wmv (high-res)
Trailer 2
http://www.flashcubestudios.com/projects/spectraball (low-res)
http://www.flashcubestudios.com/media/trailer2.wmv (high-res)
How do you feel about what we've developed so far?